In this Blender 2.5 tutorial series, I go over how to set up a series of Shape Keys to be driven by Armature Bones, followed by setting up controls for a Mesh Deform modifier, and finishing up with some custom Bone Shapes.
In this Part One, we create all the shape keys we'll be needing for the rig, using Left/Right Vertex Groups to distinguish between each side of the face (smile left, smile right, etc).
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